Aantioch_Infernum/_module/nss/asg_cfg_mics.nss
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//::///////////////////////////////////////////////
//:: Name MICS Config File
//:: FileName asg_cfg_mics
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
This is the options file for the ASG MICS
project.
*/
//:://////////////////////////////////////////////
//:: Created By: Donny Wilbanks
//:: Created On: 4/26/03
//:://////////////////////////////////////////////
// Set Price for Items
void main()
{
// Item Level
int iLevel_1,iLevel_2,iLevel_3,iLevel_4,iLevel_5,iLevel_6,iLevel_7,iLevel_8;
int iLevel_9,iLevel_10,iLevel_11,iLevel_12,iLevel_13,iLevel_14,iLevel_15;
int iLevel_16,iLevel_17,iLevel_18,iLevel_19,iLevel_20,iLevel_Plus;
// Scroll & Potion Level
int iLevel_p1,iLevel_p2,iLevel_p3,iLevel_p4,iLevel_p5,iLevel_p6,iLevel_p7,iLevel_p8;
int iLevel_p9,iLevel_p10,iLevel_p11,iLevel_p12,iLevel_p13,iLevel_p14,iLevel_p15;
int iLevel_p16,iLevel_p17,iLevel_p18,iLevel_p19,iLevel_p20,iLevel_pPlus;
int rMISC_COPYOBJECT;
int rMICS_XPCOST;
float rMICS_MATERIALCOST;
int rMISC_BUILDTIME;
// ***************************
// **
// ** Material Cost
// **
// ** Standard Material Cost is equal to 1/2 the Base Gold Peice Cost of the
// ** item being made.
rMICS_MATERIALCOST = 0.5;
// ***************************
// **
// ** XP Cost
// **
// ** Standard 3e rules throws out the XP cost at 1/25 the cost of the
// ** material cost. You may change that here.
rMICS_XPCOST = 25;
// ***************************
// **
// ** CopyObject
// **
// ** This works by copying the object in the Item List Chest to the players
// ** inventory. Advantages to this is that you can make a number of
// ** modifications to the item without changing the blueprint and having to
// ** make a new item resref. Draw back is that many scripts that deal with
// ** inventory destroy & recreate the item. If this happens with a modified
// ** item that has been copied, it will return to it's original resref.
rMISC_COPYOBJECT = FALSE;
// ***************************
// **
// ** Build Time
// **
// ** Some DM's may wish to limit how often a player can build a new item
// ** this time is expressesd in game hours. Defualt is 0;
rMISC_BUILDTIME = 1;
// ***************************
// **
// ** Item Level Build Restriction -
// **
// ** Not happy with level restriction I placed on the build item requirement
// ** you can change that here. Each iLevel_X represents a character level
// ** with that particular class. Just Change the Number and that will change
// ** the gp value and level. Note there is a seperate Price List for
// ** Scrolls & Potions.
// *** Level 1
iLevel_1 = 1000;
// *** Level 2
iLevel_2 = 1500;
// *** Level 3
iLevel_3 = 2500;
// *** Level 4
iLevel_4 = 3500;
// *** Level 5
iLevel_5 = 5000;
// *** Level 6
iLevel_6 = 6500;
// *** Level 7
iLevel_7 = 9000;
// *** Level 8
iLevel_8 = 12000;
// *** Level 9
iLevel_9 = 15000;
// *** Level 10
iLevel_10 = 19500;
// *** Level 11
iLevel_11 = 25000;
// *** Level 12
iLevel_12 = 30000;
// *** Level 13
iLevel_13 = 35000;
// *** Level 14
iLevel_14 = 40000;
// *** Level 15
iLevel_15 = 50000;
// *** Level 16
iLevel_16 = 65000;
// *** Level 17
iLevel_17 = 75000;
// *** Level 18
iLevel_18 = 90000;
// *** Level 19
iLevel_19 = 110000;
// *** Level 20
iLevel_20 = 130000;
// *** Over 20th level - 1 level for each (iLevel_Plus) over 20+
// *** how is this possible? See The Enchanted Anvil & Holy Alter for detials.
iLevel_Plus = 20000;
// ***************************
// **
// ** Scroll & Potion Level Build Restriction -
// **
// ** Not happy with level restrictio I placed on the build item requirement
// ** you can change that here. Each iLevel_pX represents a character level
// ** with that particular class. Just Change the Number and that will change
// ** the gp value and level.
// *** Level 1
iLevel_p1 = 40;
// *** Level 2
iLevel_p2 = 80;
// *** Level 3
iLevel_p3 = 120;
// *** Level 4
iLevel_p4 = 210;
// *** Level 5
iLevel_p5 = 300;
// *** Level 6
iLevel_p6 = 430;
// *** Level 7
iLevel_p7 = 560;
// *** Level 8
iLevel_p8 = 730;
// *** Level 9
iLevel_p9 = 900;
// *** Level 10
iLevel_p10 = 1110;
// *** Level 11
iLevel_p11 = 1320;
// *** Level 12
iLevel_p12 = 1570;
// *** Level 13
iLevel_p13 = 1821;
// *** Level 14
iLevel_p14 = 2111;
// *** Level 15
iLevel_p15 = 2401;
// *** Level 16
iLevel_p16 = 2731;
// *** Level 17
iLevel_p17 = 3061;
// *** Level 18
iLevel_p18 = 3411;
// *** Level 19
iLevel_p19 = 3761;
// *** Level 20
iLevel_p20 = 4111;
// *** Over 20th level - 1 level for each (iLevel_Plus) over 20+
// *** how is this possible? See The Enchanted Anvil & Holy Alter for detials.
iLevel_pPlus = 500;
// ************************************************************************
// **
// ** Store Varibles to Mod.
// **
SetLocalInt(GetModule(),"ASG_MICS_COPYOBJECT",rMISC_COPYOBJECT);
SetLocalFloat(GetModule(),"ASG_MICS_MATERIALCOST",rMICS_MATERIALCOST);
SetLocalInt(GetModule(),"ASG_MICS_XPCOST",rMICS_XPCOST);
SetLocalInt(GetModule(),"ASG_MICS_BUILDTIME",rMISC_BUILDTIME);
// ** Store Item Level Restrictions
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_1",iLevel_1);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_2",iLevel_2);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_3",iLevel_3);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_4",iLevel_4);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_5",iLevel_5);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_6",iLevel_6);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_7",iLevel_7);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_8",iLevel_8);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_9",iLevel_9);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_10",iLevel_10);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_11",iLevel_11);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_12",iLevel_12);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_13",iLevel_13);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_14",iLevel_14);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_15",iLevel_15);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_16",iLevel_16);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_17",iLevel_17);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_18",iLevel_18);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_19",iLevel_19);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_20",iLevel_20);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_Plus",iLevel_Plus);
// Set Potion & Scroll Level Restrictions
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p1",iLevel_p1);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p2",iLevel_p2);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p3",iLevel_p3);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p4",iLevel_p4);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p5",iLevel_p5);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p6",iLevel_p6);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p7",iLevel_p7);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p8",iLevel_p8);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p9",iLevel_p9);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p10",iLevel_p10);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p11",iLevel_p11);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p12",iLevel_p12);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p13",iLevel_p13);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p14",iLevel_p14);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p15",iLevel_p15);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p16",iLevel_p16);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p17",iLevel_p17);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p18",iLevel_p18);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p19",iLevel_p19);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_p20",iLevel_p20);
SetLocalInt(GetModule(),"ASG_MICS_ITEM_LEVEL_pPlus",iLevel_pPlus);
// Attempt to Scatter Books Across the Mod
ExecuteScript("asg_rseedbooks",GetModule());
}